War in Civ2

Depends on the situation.

Typically, though, I try to avoid war unless absolutely necessary. In the earlier game I find that brute force is more effective, while subterfuge really blossoms sometime around the modern age.
 
I use brute force early to secure some living space. Then, I try to stay out of wars and alliances to build up my civ. I WILL go to war to secure wonders I've lost, the same way that I secured land. Major wars don't start until after factories and tanks.
 
Of COURSE, I make war!! What kind of question is that? I start in 500BC and finish by 500AD. I use mostly crusaders, but if the capitol is down, I use diplomats. If there's nothing else around I even use settlers.
 
I avoid early war unless I am being hemmed in. Then I fight just enough to gain sufficient territory for my cities.
 
Do I make war? With MPE, there is no need to make war because the AI will make it for you. The question really is "how do you utilize war?" To conquer the AI early? To beat the AI back from your borders? To overtake wonders?

In a GOTM, I will make war early and often, to paraphrase Peaster. War, take over, and deploy to multiple fronts.

In my personal games, though, things are different. Why play every game the same? :sleep: As of late, I have set one or two pre-determined custom rules just to try something different. For example, I have played a game with no bribing of cities. I have played others where I have not conquered a city until 1500AD. Just to add spice. :bounce:
 
War? I'm a peacful sort of player...but...

I'll sometimes take a key city early on -- especially if I can & if it has a nice wonder or two. Usually I'll wait until I have a clear tech/wonder advantage (my favorite -- Cav/Alpine vs phalanx, with Sun Tsu & Leo's still working.) before I go out in any kind of force.

Often I'll take a couple of civs at this stage, then disgest & grow & come back for a finish with Howies/Jeeps/Spies vs soft targets.
 
I tend to tackle one civ at a time, and if mulitple wars open up, i may end them quickly to concentrate on one particular rival. I will sign alliances at my convienence and eventually not give into their requests so they cancel it for me. I attack anyone on my continent b/c its MY continent, and of course anyone who gets in my way. I fight my wars away from my empire and sink anything i see in the water.

I am not much of a dip/spy sort of player, as i tend not to take out capitals right away unless i stumble across it. I like to have give the ai as much of a chance as posssible
 
I go to war in Civ II very often.But I don't usually go to war until I have Advanced Flight because i don't like to waste my Armor.

My biggest war is a WW2 scenario that I am playing and I am fighting the Germans and Russians
 
On low difficult levels I usually make big wars(alone against all others), but at higher levels I try to eliminate my enemies one by one.
 
To me it's spaceship all the way. I only make war when there's a civ that annoys me a lot (like declaring war and actually taking one of my cities or when those [rude word] [insert civ name here] launch their spaceship before me).
 
I have to make often war In Civ2, 'cos damn AI allways tries to steal my advances with diplomatics.

Usually when I've beaten enemy and took a peace treaty, AI still sends its Diplo and here we go again...:rolleyes:
 
Dip/Spy city defenders decrease the chance of tech theft, but do not eliminate it. More than one decreases the odds, but a better strategy is to try to block or pick off the guys before they make it to the city. Once they are closer to your cities than one of their own you can attack them without hurting your peace treaties or alliances - they just get sent home. Bribery works too, but is not cheap.
 
Yeah, expelling is a great way to get rid of them.

I believe the odds of thwarting an espionage attempt are:

Diplomate: 30%
Vet Dip: 40%
Spy: 50%
Vet Spy: 70%

...its something like that...so youre right, it doesnt totally eliminate it.
 
I dont believe that foiling an espionage attempt counts as a mission, so they dont get disbanded. And when foiled, the enemy dip just sits outside the city until its next turn. However, when you foil an attempt, it doesnt give you a pretext to declare war, whereas if they succeed, it does.
 
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